I’m a bit of a noob with UE c++, or any c++ for that matter.
But I’m trying to make a simple Blueprint node that takes a PlayerController and an array of components (some inside other actors) and calls “PC->UpdateHiddenComponents()”.
Now I have a problem to even define a function that takes the ‘TSet<FPrimitiveComponentId>’ input that the above function expects.
I’m doing stuff like:
UFUNCTION(BlueprintCallable, Category = "xxx") static bool UpdateHiddenComponents(APlayerController *PC, TArray<FPrimitiveComponent> compList);
UFUNCTION(BlueprintCallable, Category = "xxx") static bool UpdateHiddenComponents(APlayerController *PC, TSet<FPrimitiveComponentId*> &compList
But I get various error messages that I don’t understand. Some saying that the FPrimitiveComponent datatype is unknown and that I should use UENUM, USTRUCT or UCLASS. But I just don’t know what they mean.
Does anyone know how I need to set this function up?